/*
 * Copyright (c) 2011-2025, The DART development contributors
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#pragma once

#include <dart8/fwd.hpp>

#include <dart8/body/rigid_body_options.hpp>
#include <dart8/frame/frame.hpp>

#include <entt/entt.hpp>

#include <string>

namespace dart8 {

//==============================================================================
/// RigidBody handle class
///
/// Represents a single rigid object in the world. This is a lightweight handle
/// to the underlying entity in the ECS registry.
///
/// RigidBody inherits from Frame, which means it can participate in all
/// frame-related operations such as transform queries, velocity/acceleration
/// computations (future), and can be used as a reference frame.
///
/// PLACEHOLDER: This is a minimal implementation to demonstrate World's
/// ability to manage multiple object types (Multibody and RigidBody).
/// Future enhancements will add:
/// - Physics properties (mass, inertia, collision shapes)
/// - State access (pose, velocity)
/// - Force application
/// - Collision detection integration
///
/// @note RigidBody objects are owned by World and accessed via handles.
///       The underlying data is stored in the World's ECS registry.
class DART8_API RigidBody : public Frame
{
public:
  /// Constructor (typically called by World::addRigidBody)
  RigidBody(entt::entity entity, World* world);

  /// Get the name of the rigid body
  [[nodiscard]] std::string getName() const;

  // Note: getEntity(), getWorld(), isValid() inherited from Frame

  // TODO: Add methods for:
  // - Getting/setting pose
  // - Getting/setting velocity
  // - Applying forces/torques
  // - Accessing collision shapes
  // - Enabling/disabling physics
};

} // namespace dart8
